What
is this?
A posting of all 1800+ still images used in the Poodle Film, along
with animated gifs of key sequences - all for use in your own individual
playing of the Poodle Game, i.e. Poodle
Samizdat. (See also Two
Poodle Cartoons)

We'll be posting about 25-100 images or so at a time, along with looping
animated gifs. These images and loops will be released in the sequence
that they were created. Please feel free to use these in your own
Poodle games.

Here
is the first 200 images (scroll down) - But first, to demonstrate
what we mean by animated gifs, here is a loop of Bush on the head
of the Poodle, barking at a passing UFO. These are made from Poodle
Panels 9-25:

Here are the first 200 images.
Click on a thumbnail to get a full sized image:

first with the original poodle

and then:

click
on an image for a full size version

END OF PAGE ONE
For August - We begin a Page Two of thumbnails

Notes for creating Poodle games for Broadcast:

Poodle
images are created in standard video size - 640x480 - while this is
not HDTV video resolution it is standard size for making basic video
for display on any television set, or for making web video*. It's
also a very manageable image size for sending images back and forth
through email.

* -
half size of these being the web standard of 320x240

Sidenotes:

Poodle Cartoons are
created entirely from still frames from playing Poodle
- with no additional animation software. It's all done one frame of
animation, or turn, at a time. What you see when you watch Poodle is about
2000 images dumped into a video editing program, with each image set
to about four frames of film, or a sixth of a second in duration.
You can make one too.

You'll find in your own games of Poodle (link
to game ball) that to even make a one-minute-long piece can become
a long process, but the rewards are uniquely satisfying - you can't rush it - you have to wait for responses from the other
players; the final product will reflect the time you spend in theme
and tone, waiting, etc, similar to how your moods change month by month, year to
year, etc. This will be reflected in the differences of the artwork made at the beginning, middle and end of the piece.

Poodle is a conversation as much as it is a game. As is the end result.
All that's required for a rich and rewarding game of Poodle is that
the two (or more) players have something worth discussing.

Knowing ahead of time that the images should animate together in some way focuses the way you pass images back
and forth. A benefit to doing things frame by frame is you can hide
filthy jokes, slogans and images in separate frames.

In your own playing: Don't stress individual frames. Pay attention
to how some "passes" back and forth of the image is often
just as simple as continuing the animation started by the other player;
akin to following another musician when they're leading — and
leading on your own when a phrase is finished.

Expect
your first passes back and forth to be choppy. As an example, here's
a very busy loop of the beginning sequence: